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- package h3d.shader.pbr;
- class PropsTexture extends hxsl.Shader {
- static var SRC = {
- @param var texture : Sampler2D;
- @param var emissive : Float;
- var output : {
- metalness : Float,
- roughness : Float,
- occlusion : Float,
- emissive : Float,
- };
- var calculatedUV : Vec2;
- function fragment() {
- var v = texture.get(calculatedUV);
- output.metalness = v.r;
- output.roughness = 1 - v.g * v.g;
- output.occlusion = v.b;
- output.emissive = emissive * v.a;
- }
- }
- public function new(?t) {
- super();
- this.texture = t;
- }
- }
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